• Title/Summary/Keyword: Authoring tools

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A Study of Development and Effectiveness of Eating Habit Teaching Software for Disabilities in Elementary School (초등학교 장애학생의 식생활 지도를 위한 소프트웨어 개발 및 효과 연구)

  • Choi, Seong-Ouk;Wang, Yoo-Jin;Kim, Du-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.6
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    • pp.884-900
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    • 2012
  • This study put emphasis on improving the quality of lives of the elementary students with disabilities by planning and realizing software for the purpose of teaching eating habits. It tried to develop software which constantly applies and practices contents learned from content systems subordinate to practical subjects. It is mainly consisted of 'cooking and eating' among the content systems of the practical subjects in the basic curriculum. To this end, it chose four modules as their final choices, 'eating various foods, cooking happily, setting the table, and washing the dishes.' Media is in CD-ROM Title form. Macromedia Flash and Macromedia Director were used as authoring tools. Program is basically going along centering on small units. And activities in each topic are composed of thinking, investigating, and organizing order. When we applied the software, developed in this research, to 3 elementary students with disabilities using multiple probe design across subjects, it had positive effects on eating habits related functions of all participants.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

Analysis of e-Learning Server Workload (e-Learning 서버 작업부하 분석)

  • Son, Sei-Il;Kim, Heung-Jun;Ahn, Hyo-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.1
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    • pp.65-72
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    • 2007
  • This paper aims to provide information to generate a statistical load model of an educational server by analyzing workload of an e-Learning sewer at Dankook University. The result of the analysis shows file size distribution, access frequency and transmission volume for each file type, access interval, changes in preference and clients access rate by networks. In particular, it had different results from previous studies about video file's size distribution and file distribution based on access frequency. This is because the characteristics of e-learning are influenced by using authoring tools for making into video file and by freeing the number of students who register for a course. The result in this paper can be used as a basic data for studies designed to improve e-learning system architecture and server performance.

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Collaborative Social Tagging for eBook using External DSL Approach

  • Yoo, Hwan-Soo;Kim, Seong-Whan
    • Annual Conference of KIPS
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    • 2014.11a
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    • pp.1068-1072
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    • 2014
  • We propose a collaborative social tagging for eBook using external DSL approach. The goal of this paper is (1) to provide DSL by which authors can write HTML5 rich contents ebook and tag resources, (2) to make users enhance book by tagging resources easily, (3) to make readers read rich book easily regardless of their devices types, (4) to provide ebook resources of RESTful address style by which other system can identify self-descriptive resources of book. To achieve the goal, we provide Bukle DSL language by which author and users can author and enhance ebook with ease. As a domainspecific language Bukle provides a simple yet expressive language for authoring and tagging books that would otherwise be more difficult to express with a general purpose language. Further work includes visual DSL approach and tools by using that the unskilled users could tag book easily. In order that future work also includes text-to-visual DSL transform engine. UX research is also required to tag and to author book. To tackle the above questions we are looking at using visual notation focusing visual syntax.

A design and implement of web standard e-book content authoring tools platform based on 3D interaction (3차원 상호작용기반 웹 표준 e-book 콘텐츠 저작도구 플랫폼 설계 및 구현)

  • Kim, Tae-Kyeom;Jang, Hyeon-Joong;Hong, Seong-Yong
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.985-988
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    • 2015
  • 최근 다양한 ICT기술의 발전으로 인간의 사회, 문화, 교육 등의 많은 분야에 변화가 일어나고 있으며, 많은 기술들이 인간 삶의 영역에 적지 않은 영향을 미치고 있다. 그 중에서도 인터넷 웹 표준 기술의 발전은 e-book 시장과 교육용 콘텐츠의 변화가 많을 것으로 예측하고 있다. 따라서 본 논문에서는 N-Screen 지원과 반응형 웹 기술 지원을 위한 3차원 상호작용기반의 e-book 콘텐츠 저작도구 플랫폼 설계를 연구하였으며, 6가지 영역의 상호작용 콘텐츠 개발이 웹 표준에 의해 저작될 수 있는 저작도구 모형을 연구 개발 하였다. 본 논문에서 제안한 e-book의 저작 형태는 웹 표준 기술 HTML5와 ePub3.0 표준을 기반으로 제작할 수 있도록 콘텐츠 플랫폼을 설계 하였으며, 사용자와의 상호작용, 시뮬레이션 등의 기능을 쉽고 빠르게 제작할 수 있는 사용자 인터페이스를 연구 적용하였다. 향후 본 연구의 결과로 전자책 산업 발전과 교육 분야의 활용 향상을 기대하고 있으며, 지식의 체계를 좀 더 다양하게 제공 할 수 있는 e-book 콘텐츠 연구의 원천이 되기를 기대한다.

Implementation of a Windows NT Based Stream Server for Multimedia School Systems (멀티미디어 교실을 위한 윈도우 NT 기반 스트림 서버 구현)

  • 손주영
    • Journal of Korea Multimedia Society
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    • v.2 no.3
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    • pp.277-288
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    • 1999
  • A distributed multimedia school system is developed for the multimedia classroom at high school and university. The system is designed and implemented for students to improve the learning efficiency through the personalized multimedia contents and pace of learning. The previously developed multimedia information retrieval systems have some limitations on being applied to the multimedia classroom: expensive cost per stream or poor retrieval quality inappropriate for education, unscalability of system and service, unfamiliar proprietary client environment, and difficulty for teachers to use the authoring tools and manage the authored teaching materials. The system we developed overcomes the above problems. It is so scalable as to be applicable not only to a segmented classroom but also to the world wide Internet. The stream server is one of the components of the system: stream servers clients, a service gateway system, and a authoring management system. This paper describes the design and implementation of the stream server. A single stream server can simultaneously playback the multimedia streams as many as clients at one classroom. This is achieved only by the software engine without any changes of the hardware architecture. The systematic coupling with other components gives the scalability of the system and the flexibility of services.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

Effect of Learning Activities through Contents Creation for E-book on Self-directed Learning Ability (전자책 콘텐츠 제작을 통한 학습활동이 자기 주도적 학습 능력에 미치는 효과)

  • Park, Sangwook;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.35-44
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    • 2014
  • School education is changed to the learner-centered on 21th century knowledge base information-oriented society. The construction of infrastructure for smart education in the field of education has enabled various educational approaches using this and self-directed learning depending on the levels of learners. Thus, this study created the contents by applying ePUB format based-authoring tools for e-books to subject learning and analyzed the effect on the development of self-directed learning ability of learners. It was confirmed that the experimental group improved the self-directed learning ability better than the control group through e-book making activities from learning results on social studies and history curriculum of fifth graders. The result of this study showed a high level of satisfaction in all the subgroups of self-directed learning ability such as intrinsic motivation, openness to learning opportunities and autonomy.

Managing and Modeling Strategy of Geo-features in Web-based 3D GIS

  • Kim, Kyong-Ho;Choe, Seung-Keol;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the KSRS Conference
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    • 1999.11a
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    • pp.75-79
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    • 1999
  • Geo-features play a key role in object-oriented or feature-based geo-processing system. So the strategy for how-to-model and how-to-manage the geo-features builds the main architecture of the entire system and also supports the efficiency and functionality of the system. Unlike the conventional 2D geo-processing system, geo-features in 3B GIS have lots to be considered to model regarding the efficient manipulation and analysis and visualization. When the system is running on the Web, it should also be considered that how to leverage the level of detail and the level of automation of modeling in addition to the support for client side data interoperability. We built a set of 3D geo-features, and each geo-feature contains a set of aspatial data and 3D geo-primitives. The 3D geo-primitives contain the fundamental modeling data such as the height of building and the burial depth of gas pipeline. We separated the additional modeling data on the geometry and appearance of the model from the fundamental modeling data to make the table in database more concise and to allow the users more freedom to represent the geo-object. To get the users to build and exchange their own data, we devised a file format called VGFF 2.0 which stands for Virtual GIS File Format. It is to describe the three dimensional geo-information in XML(eXtensible Markup Language). The DTD(Document Type Definition) of VGFF 2.0 is parsed using the DOM(Document Object Model). We also developed the authoring tools for. users can make their own 3D geo-features and model and save the data to VGFF 2.0 format. We are now expecting the VGFF 2.0 evolve to the 3D version of SVG(Scalable Vector Graphics) especially for 3D GIS on the Web.

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A Web Surfing Assistant for Improved Web Accessibility (웹 접근성 향상을 위한 웹 서핑 도우미)

  • Lee SooCheol;Lee Sieun;Hwang Eenjun
    • Journal of KIISE:Software and Applications
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    • v.31 no.9
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    • pp.1180-1195
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    • 2004
  • Due to the exponential increase of information, search and access for the Web information or service takes much time. Web information is represented through several web pages using hyperlinks and each web page is contains several topics. However. most existing web tools don't reflect such web authoring tendencies and treat it as an independent information unit. This inconsistency yields inherent problems in web browsing and searching. In this paper, we propose a web surfing assistant called LinkBroker that provides collodion pages. They are composed of relevant information extracted from several web pages that have table and frame structure in order to improve accessibility to web information. Especially, the system extracts a set of web pages that are logically connected and groups those pages using table and frame tags. Then, essential information blocks in each page of a group are extracted to construct an integrated summary page. It Provides a comprehensive view to user and one cut way to access distributed information. Experimental results show the effectiveness and usefulness of LinkBroker system.